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Looking for video of joystick quake guy (1 comment)
Posted by hauer @ 15:05 CST, 6 March 2026 - iMsg
Hello fellas

Can anyone remember the video of a guy playing Quake Live with a joystick and a keyboard?

If I remember correctly it was from an Australian Quake Live LAN event.

The video featured a bald guy with a joystick in one hand and a keyboard under his other hand and he was playing Quake Live.

His arms were stretched so much to either side that it looked he took up a whole lot of room.
84 Hits
Online Quake Live Config Editor app (11 comments)
Posted by bassettr86 @ 13:43 CST, 26 February 2026 - iMsg
I've been working on a online config editor for Quake Live, with the ability to create a custom config entirely in the browser.

https://quakeliveconfigeditor.com

It has the ability to:

Set binds for all binds found in QL ingame interface + more
Create custom weapon scripts
Create other custom scripts in a window module
Set 281 different Quake Live cvar / config settings
Search by cvar name and tags
Export and download a .cfg directly from the UI
Programmed-in dependencies for certain cvars, hiding and revealing dependent cvars when master toggles are enabled/disabled

This has been an entirely solo project, and I'm seeking some community feedback and possibly some suggestions, especially for:

1) Missing cvars for important settings, especially for competitive play
2) UI/UX improvements, the overall look and feel of the site, small (or big) recommended improvements/adjustments in site design
3) Incorrect cvar descriptions or values, or to suggest including new selections or values
4) Overall, is this a successful project that could be useful for players? If not, I'd like to know why and what I could do to make it so.
5) Any broken aspects of the site, bugs or problems.
6) Any scripts recommended to include in the config editor, I can add new bind inputs to those custom scripts

Note: Current scripts I've included are...
Weapon aliases
Volume up/down
Enemy Colors (custom Head/Torso/Legs)
Enemy Model toggle
Direct Rocket Jump

If anyone has feedback, post it here! I'd love to hear from you. And I wouldn't mind working with another programmer or developer to expand. PS. Contributors will get credit on the page footer for their efforts.

Update 03/01/2026


Thanks to ProT in the forum responses, I've updated the app to v2. I worked very hard on his suggestions (give him thanks) to include:

1) Membership creation / Login including Google Auth or Discord Auth. You can also register with email address and then sync your Google/Discord to that email.
2) Importing configs now works. There are indicators for what settings were imported by the config.
3) Smart checking on duplicate binds. A Manual Edit mode for the CFG Preview,
4) 1080p design. Now the site is wider.
5) Importing configs populates imported binds as well as settings.
6) Cloud saving configs. Every user has 5 slots to save their configs and name them.

There may be more additions I made I just don't know off the top of my head.

One thing I'd like to hear from you guys is if I'm missing any recommended settings to add (or binds). I tried including all the major ones, but what happens here is when you import a setting that's not found in one of my categories, it gets pushed to the bottom under // Uncategorized settings and scripts.

Thanks ESR.
Edited by bassettr86 at 05:38 CST, 1 March 2026 - 919 Hits
OpenQ4 - Modern, full binary replacement for Quake 4 (1 comment)
Posted by TheMuffinMan @ 04:24 CST, 25 February 2026 - iMsg
As titled, a project in its early days

I have been working on this project for a few weeks which offers an open-source game engine alongside its own game binaries. It picks up on unfinished work from Justin Marshall and drives my own set of improvements and goals.

Aim: to offer an open-source set of binaries. The closed-source BSE (effects system) has been fully reverse engineered and remains closed source to minimize potential legal issues, but the engine plugs into its API.

Features:
* modern and extensive platform/arch/hardware support for Windows, macOS and Linux PCs through SDL3
* nightly builds for all platforms
* full game controller/joystick support
* full screen aspect adjustments. from a coding perspective, it works perfectly, but some additional assets and menu refactoring considerations are needed for enhanced horizontal expansion (WIP).
* EAX audio
* auto-discovery for game installations in Steam or GOG
* multi-monitor and borderless support
* unified game dir for SP and MP binaries
* up-to-date external libs

Goals:
* SP/MP library merging/part-merge
* 5 years of RBDOOM3-BFG updates to port over (ie: shadowmapping)
* UTF-8 and TTF font support
* Expanding project to a unified engine for Quake 4, Doom 3, Doom 3 BFG, Prey and ETQW
* Reworking engine to allow true, higher framerates.
* Enhanced competitive features for MP, essentially porting from WORR/MuffMode.

https://github.com/themuffinator/OpenQ4
658 Hits
250fps league players configs (3 comments)
Posted by messenja @ 10:27 CST, 21 February 2026 - iMsg
Where can i download ql configs used by killsen, rapha, pavel and others? I especially want to take a look at killsen's config
696 Hits
Quake Live - It's Over (No comments)
Posted by Maga-pql @ 04:30 CST, 13 February 2026 - iMsg

0 1 2 3 4 5 6 7 8 9 10
Rating: 7.5 (1 vote)
This will be my final tape, ggs!

511 Hits
alternative to Quake 2 Starter? (1 comment)
Posted by azxx @ 04:40 CST, 11 February 2026 - iMsg
Quake 2 Starter ( http://q2s.tastyspleen.net/ ) was to Q2 what nQuake is to Q1/QW. But I tried it recently and it seems broken? Something in the package to do with the source port it seems? Is there a manual fix or alternative? These kinds of community installers are really good for getting new players up and running, and also good for a quick setup on a temporary computer.
Edited by azxx at 04:40 CST, 11 February 2026 - 430 Hits

<< Comment #1 @ 14:18 CDT, 28 April 2011 >>
By 2k2_2 Nukm 
poll as requested, although i was under the impression that the change was overall well recieved
Edited by Nukm at 14:18 CDT, 28 April 2011
<< Comment #2 @ 14:27 CDT, 28 April 2011 >>
By Finland duumed 
4

/thread
<< Comment #3 @ 14:29 CDT, 28 April 2011 >>
By Sarge d1z 
5
or 80 bullets at machinegun at least
<< Comment #4 @ 14:31 CDT, 28 April 2011 >>
By Austria noctis 
if you are fine with 4dmg but want more ammo for mg then vote 4 and post about ammo, and not just vote 5.
<< Comment #12 @ 16:07 CDT, 28 April 2011 >>
By Suriname draven-  - Reply to #4
please vote 5dmg if you want 4dmg and more ammo
<< Comment #13 @ 16:55 CDT, 28 April 2011 >>
By Austria noctis  - Reply to #12
raged
<< Comment #14 @ 17:07 CDT, 28 April 2011 >>
By Suriname draven-  - Reply to #13
dicked.
<< Comment #5 @ 14:34 CDT, 28 April 2011 >>
By Germany twister 
4mg is better but there should be enough ammo for it to be possible to take down a freshly spawned guy. If two guys respawn next to each other it's always dont to pummel lotto who takes the frag and that's just dumb.
<< Comment #6 @ 15:00 CDT, 28 April 2011 >>
By Seychelles zealot 
4

more ammo; 65-75 maybe
<< Comment #7 @ 15:09 CDT, 28 April 2011 >>
By US-Mississippi Spyyder 
4 dmg, and more ammo.
<< Comment #8 @ 15:22 CDT, 28 April 2011 >>
By United Kingdom ix 
I said this so long ago. 4 damage, 75 bullets. Ammo should not be in short supply, it just shouldn't be too powerful.
<< Comment #9 @ 15:39 CDT, 28 April 2011 >>
By Suriname draven- 
5 dmg or more ammo, this camper corner camping is boring.

make damages in all modes equel thanks.
Edited by draven- at 15:42 CDT, 28 April 2011
<< Comment #10 @ 15:44 CDT, 28 April 2011 >>
By Swedish Shaft hazrd 
4 dmg lol, way to make a campy mod even campier
WE GONNA TICKLE THE OPPONENTS TILL THEY DIE? this is quake god dammit, make it atleast 5.
Edited by hazrd at 16:21 CDT, 28 April 2011
<< Comment #16 @ 19:15 CDT, 28 April 2011 >>
By Denmark Vium  - Reply to #10
99% of tdm'ers are closet cs'ers and I base this on absolutely nothing. :>
<< Comment #11 @ 15:54 CDT, 28 April 2011 >>
By United States of America erok 
4 dmg, more ammo
<< Comment #17 @ 00:29 CDT, 29 April 2011 >>
By Canada higgs  - Reply to #11
this
<< Comment #15 @ 17:39 CDT, 28 April 2011 >>
By djogedj h8m3 
i'd say 4dmg and lower spread which would make it more balanced than 5dmg
and obv more ammo
Edited by h8m3 at 17:46 CDT, 28 April 2011
<< Comment #18 @ 02:18 CDT, 29 April 2011 >>
By Netherlands BlaD3 
Don't get why you need separate damage values in different modes. So instead of 200 damage (100 percent mg) a guy could do 250 damage (100 percent mg). Is that 50 damage really going to matter? No not really.

A freshly spawned player in the wrong area is usually an easy frag already, so there it is not going to make a difference.

Also have never seen many players hitting over 50 percent mg, unless they are in 1/2 yards of the opponent they are aiming at.

And it's not like you are going to out damage anyone with an actual weapon. Unlike railgun in close combat maybe, but railgun shouldn't be anywhere near a main weapon in close combat.

And also is it REALLY that significant? People miss shots, luck happens, team play matters, individual skill separates etc. It would only be good for teams who have decent team play and can cess down an area with 2-3 players with mg's against 1-2 opponents.

But I guess TDM pro's know better why that 1 damage changes the mode from noob friendly to uber pro. Last time I checked the best teams in TDM consist out of aimwhores bunched together and the teams with actual team play are still a step behind. Keeping 4 damage won't solve that, maybe 5 damage neither, but since the aimwhore team is usually also the one controlling the map, it's only better that mg does a bit more damage.
<< Comment #22 @ 13:06 CDT, 29 April 2011 >>
By lolfly lol frs  - Reply to #18
best tdm teams consist of old school q3 players (not necessarily super aimers, 4k for example) playing in a q3-based map pool with rigged map drop rules so they never have to play more than 1 new map, then dominate on osp5, osp6 and cpm4 which non-q3 teams have had half? a year to practise (in a 7 map mappool) while they've had the last decade to memorize absolutely everything on them.

tdm is much better with the sg as it is and mg at 4, a lot more tactical and teambased. before it was a lot closer to what you said, super aimers that could overpower _anyone_ just with raw hitscan
Edited by frs at 13:22 CDT, 29 April 2011
<< Comment #37 @ 14:53 CDT, 30 April 2011 >>
By United States of America w0nk0  - Reply to #18
ur issue isnt really with mg dmg/ammo at all. as long as armors are weak a team of good aimers who stick together will find it easy going.
Edited by w0nk0 at 14:53 CDT, 30 April 2011
<< Comment #61 @ 01:26 CDT, 2 May 2011 >>
By United States of America w0nk0  - Reply to #18
btw. i kinda agree with you on damage variations across modes. which is to say i think mg should be 4dmg across all modes.
<< Comment #19 @ 10:15 CDT, 29 April 2011 >>
By zerg esdf 
i want it to stay the same, with same ammo amount.


edit: i had the wrong idea that mg was 5x50 in tdm. i want it that way.
Edited by esdf at 10:20 CDT, 29 April 2011
<< Comment #20 @ 10:16 CDT, 29 April 2011 >>
By 006 snapcase 
4 dmg, moaaaar ammo
<< Comment #21 @ 12:59 CDT, 29 April 2011 >>
By lolfly lol frs 
4 dmg, more ammo
<< Comment #23 @ 13:36 CDT, 29 April 2011 >>
By QW faerie_ 
something or nothing, moaaarr whine.
<< Comment #24 @ 13:37 CDT, 29 April 2011 >>
By United Kingdom Disrepute 
doesn't really matter that much
<< Comment #25 @ 05:21 CDT, 30 April 2011 >>
4 dmg and more ammo
<< Comment #26 @ 06:22 CDT, 30 April 2011 >>
By zthor sign by mic Yassin 
4, more ammo
<< Comment #27 @ 08:29 CDT, 30 April 2011 >>
By United States of America T1E  - Reply to #26
why do you vote 5 then?
O:
<< Comment #28 @ 10:30 CDT, 30 April 2011 >>
By Iceland hnns 
5 and more ammo. the way it is now is ridiculous.
<< Comment #29 @ 10:35 CDT, 30 April 2011 >>
By grey kg  - Reply to #28
and 100 armor on spawn too
<< Comment #30 @ 10:45 CDT, 30 April 2011 >>
By Iceland hnns  - Reply to #29
No, but the way it is now is that people are running around with the gauntlet way too much.
<< Comment #31 @ 10:46 CDT, 30 April 2011 >>
By grey kg  - Reply to #30
Sometimes, when they have little health.
<< Comment #32 @ 10:48 CDT, 30 April 2011 >>
By Iceland hnns  - Reply to #31
Not necessarily. Try playing CPM4 with 50 bullets and 4 damage.
<< Comment #33 @ 10:49 CDT, 30 April 2011 >>
By grey kg  - Reply to #32
Try getting a normal gun, perhaps? I agree that some more ammo would be nice.
<< Comment #34 @ 11:17 CDT, 30 April 2011 >>
By Iceland hnns  - Reply to #33
Ya, 4-5 dmg is not that important but for the love of god add some bullets
<< Comment #35 @ 12:07 CDT, 30 April 2011 >>
By Latvia Luko1L 
in quakelive - 5
in quake 3 - 4

IMO
<< Comment #38 @ 16:45 CDT, 30 April 2011 >>
By Turkey Raist  - Reply to #35
3! you want a rival for the blaster?
<< Comment #57 @ 19:26 CDT, 1 May 2011 >>
By Belarus cerb0z  - Reply to #38
It's 2 :)
<< Comment #67 @ 13:00 CDT, 2 May 2011 >>
By Turkey Raist  - Reply to #57
what is?
<< Comment #36 @ 12:23 CDT, 30 April 2011 >>
By Swedish Shaft Torzelan 
more ammo
<< Comment #39 @ 03:58 CDT, 1 May 2011 >>
By Hungary burgonya 
3 dmg 30 ammo
(4dmg ~80 ammo to be srs)
<< Comment #40 @ 04:41 CDT, 1 May 2011 >>
By 2k2_2 Nukm 
surprised to see so many good players vote 5 and i really dont get it, the weapon that was so annoying before got nerfed to a level where it was still usable but those "fuck this shit" moments were gone from the game and what some people now call campy, i call less chaotic, i enjoyed the effect it had on gameplay in general.
Edited by Nukm at 04:42 CDT, 1 May 2011
<< Comment #41 @ 08:54 CDT, 1 May 2011 >>
By Suriname draven-  - Reply to #40
its not less chaotic, its just that mg is useless now you ran out of mg and what have achieved with the 50 bullet you had? nothink......, only if hit 60+ mg acc which almost never happens mg will and is a useless weapon. And this weapon is used like 80% of the time in TDM, but you now you just end up with a pummel gun cause MG IS SO USELESS.

and ps the acc and the secs to kill someone with 5dmg and 4dmg(more ammo) and more dmg isnt that big if you calculate it btw... but 4dmg and 50ammo is just fucked up.

we have been playing TDM for so many years and now suddenly we have to make this gun a ultra low tier weapon...
Edited by draven- at 09:11 CDT, 1 May 2011
<< Comment #42 @ 09:17 CDT, 1 May 2011 >>
By 2k2_2 Nukm  - Reply to #41
its not less chaotic, its just that mg is useless now you ran out of mg and what have achieved with the 50 bullet you had? nothink......, only if hit 60+ mg acc which almost never happens mg will and is a useless weapon. And this weapon is used like 80% of the time in TDM, but you now you just end up with a pummel gun cause MG IS SO USELESS.
well it seems like most people agree that it sucks that you run out of ammo so fast, but that is no argument for a damage increase.
and how is a weapon like the mg useless? if you run into someone with an mg and he has a shaft well then sure you simply die, and you should. but if you have 2 guys who are set up correctly can still gun down someone with an rl unless he is right in their face and the fact that it can be used at a high range makes it useful by design no matter how much its nerfed.
to me it certainly feels less chaotic cause often times instead of rushing right from the spawn you currently have to regroup with other players or get a weapon first instead.


and ps the acc and the secs to kill someone with 5dmg and 4dmg(more ammo) and more dmg isnt that big if you calculate it btw... but 4dmg and 50ammo is just fucked up.
yes, we should at least boost the ammo, but i still think its a big (and important) difference between 4 and 5, its 20% of the damage afterall.

in the end it boils down to a matter of preference on how you like to play tdm i guess
Edited by Nukm at 09:18 CDT, 1 May 2011
<< Comment #43 @ 09:26 CDT, 1 May 2011 >>
By Suriname draven-  - Reply to #42
Its doesnt have to be a offensive weapon when you spawn, you should be able to defend yourself while running away, now its just spawn and you die every single time.... cause you run out of ammo without barely doing damage and staying with a pummel you should know weapons spawn every 30secs thats quite a long time... you should consider that you use MG most of all weapons in TDM it shouldnt be a useless shit weapon

i guess you like to camp corners, if your talking about play style.
Edited by draven- at 09:27 CDT, 1 May 2011
<< Comment #44 @ 09:40 CDT, 1 May 2011 >>
By 2k2_2 Nukm  - Reply to #43
i dont see how mg damage has a big influence on corner camping. if anything a strong mg makes you hide around corners with rockets/plamsa more often cause you cant take a fight in the open against mg without giving up most of you health/armor

and no i dont like it
Edited by Nukm at 09:40 CDT, 1 May 2011
<< Comment #45 @ 09:44 CDT, 1 May 2011 >>
By Suriname draven-  - Reply to #44
Cause a spawner with 5mg damage can do more damage to a camper?.... while a spawner with 4mg runs out of ammo? ... unless he hits 60+ acc
Edited by draven- at 09:45 CDT, 1 May 2011
<< Comment #47 @ 12:26 CDT, 1 May 2011 >>
By grey kg  - Reply to #45
Everyone is agreeing there should be more ammo, lol.
<< Comment #60 @ 01:23 CDT, 2 May 2011 >>
By United States of America w0nk0  - Reply to #45
stop using words like camper. ur just ruining your own argument with this whole reference to a campy tdm style. either stop it or just go back to ctf. jesus.

the ONLY argument for any change in mg at all is the fact that spawner vs spawner results in mg running out of ammo before either dies almost every time. which is why people want more ammo. and the fact that the nerfed mg makes a map like cpm4 shit isnt a reflection on how mg does in tdm, its a reflection of how much of a shit map cpm4 is in quakelive.
<< Comment #46 @ 09:48 CDT, 1 May 2011 >>
By blank koekie 
[Show 92 Votes]
4 dmg: 50% (46)
5 dmg: 50% (46)
<< Comment #48 @ 12:33 CDT, 1 May 2011 >>
By grey kg 
pretty obvious who wants to 5mg everyone to death when they spawn trololo

and all you people bash ffa. :(
<< Comment #50 @ 13:57 CDT, 1 May 2011 >>
pretty obvious who can't aim and wants to simply eliminate their weakness from the game altogether trololo
<< Comment #51 @ 14:24 CDT, 1 May 2011 >>
By grey kg  - Reply to #50
nothing like a plus from draven
<< Comment #49 @ 13:39 CDT, 1 May 2011 >>
By Plusme ins 
65ammo!
<< Comment #52 @ 15:46 CDT, 1 May 2011 >>
By Russia Splashhh 
Now MG is 4 dmg in tdm.
50 bullets x 0.34 online mid acc x 4 = 68 and 5 sec
imho on LAN acc will be ~0.4 now and it will feels like 5 dmg
on EC3 (10 years ago!) mid acc on LAN was 0.25 and MG was 5 dmg, no comment =.)

5 dmg
50 bullets x 0.34 online mid acc x 5 = 85 (+17) and 5 sec

More bullets
75 bullets x 0.34 online mid acc x 4 = 102 (+34) and 7.5 sec
Now you theoretically can kill a player with a gun or player that just spawn with more acc, and forget about Guntlet ! Less fun =(

Lower spread
50 bullets x 0.44 for example x 4 = 88 (+17) and 5 sec
It almost the same as 5 dmg but it makes MG more powerful.
It is a worst scenario. Aimers will rule in tdm.

If ID do 4 dmg in all modes:
Less stealing frags in FFA
Who care about MG in CA ?:D
More teamplay in TDM
Less stupid returns when someone resp. on your way.

Weaker MG - better teamplay !
Edited by effeffeff100 at 15:47 CDT, 1 May 2011
<< Comment #68 @ 14:17 CDT, 2 May 2011 >>
By Suriname draven-  - Reply to #52
Yes, and rail and lg and sg damages all were different too then good comparison... not.
<< Comment #69 @ 14:24 CDT, 2 May 2011 >>
By lolfly lol frs  - Reply to #68
your logic is baffling. all the other weapons have been made weaker and mg stayed at 5 for a long time, actually making it relatively stronger than in q3.
<< Comment #70 @ 15:11 CDT, 2 May 2011 >>
By Suriname draven-  - Reply to #69
I guess you dont know what sarcasm is, My point hes getting stats(acc% wise ) from 10 years ago EC on OSP you gotta be fucking kidding if you wanna take that comparison to now? its like saying messi is better then maradonna etc... comeon..
Edited by draven- at 15:15 CDT, 2 May 2011
<< Comment #72 @ 15:26 CDT, 3 May 2011 >>
By grey kg  - Reply to #70
can you comprehend any of the things you read?
<< Comment #53 @ 15:58 CDT, 1 May 2011 >>
By 2K Akuma 
4dmg, more ammo.
<< Comment #54 @ 16:05 CDT, 1 May 2011 >>
By 2KBlack Yellack 
This poll should be closed and remade with a 4dmg +more ammo option. Pretty sure it would win easily. 5 dmg was just stupid.
<< Comment #55 @ 16:09 CDT, 1 May 2011 >>
By 2k2_2 Nukm  - Reply to #54
- 4 dmg
- 4 dmg + ammo
- 5 dmg
- 5 dmg + ammo
- i dont play tdm but i wanna vote anyway
<< Comment #56 @ 18:37 CDT, 1 May 2011 >>
By nesreca wch 
5 dmg + ammo
<< Comment #58 @ 19:27 CDT, 1 May 2011 >>
By Belarus cerb0z 
"more ammo pls" - but how much?
<< Comment #59 @ 01:09 CDT, 2 May 2011 >>
By Netherlands Silencep 
Well there is always mg ammo on the map :D
<< Comment #62 @ 02:41 CDT, 2 May 2011 >>
By United Kingdom ZeritoN 
I prefer TDM's play now with less damage MG but I just want more ammo on it. There was nothing more annoying then getting raped by fresh spawners before or even just 2 people with MG versus you with a weapon. Sure it's not gonna make much of a difference with 5 dmg but consider this...

The damage output at equal accuracy % between 4 damage with more ammo and 5 damage with the same ammo isn't that much different. The only difference is how fast you deal the damage. Therefore, 4 damage with more ammo is more useful as (at least in my opinion) - a) you can't get lucky fresh spawn as often and b) you can use the MG long range to deal slight extra damage more often. It's more dynamic and not just a weapon you forget about once you've picked up better one (obvious you don't completely neglect it, but if you got no ammo... meh)

My noob opinion anyway. I like the damage output the way it is. It's next to useless, but from a team and strategic point of view, that's fine by me. I do sometimes find myself in the "oh for fuck sake, a pummel is more useful" camp often, but hey, that's life. I'd rather find myself cussing the MG for shit damage more often then cussing it for getting my stack being wiped out by sess etc
<< Comment #63 @ 03:57 CDT, 2 May 2011 >>
By Slovakia JCK 
6 dmg, less ammo
<< Comment #64 @ 07:25 CDT, 2 May 2011 >>
By djogedj h8m3  - Reply to #63
:D
<< Comment #76 @ 06:47 CDT, 6 May 2011 >>
By 007 szefu  - Reply to #63
lol'd
to be serious, bring back 5 dmg.
<< Comment #65 @ 11:11 CDT, 2 May 2011 >>
By Portugal Allancer 
4dmg more 10 ammo
<< Comment #66 @ 11:17 CDT, 2 May 2011 >>
By United Kingdom rizzah 
80 damage 10 ammo
<< Comment #71 @ 14:47 CDT, 3 May 2011 >>
By Fox flag 0x5f3759df  - Reply to #66
400 dmg, 1 ammo
<< Comment #73 @ 12:25 CDT, 4 May 2011 >>
By Poland aiken 
c'mon MG is for noobs
<< Comment #74 @ 05:34 CDT, 6 May 2011 >>
By terran limity 
iD cares about what people want ?
<< Comment #75 @ 06:11 CDT, 6 May 2011 >>
By United States of America T1E  - Reply to #74
yes, people wanted 4 MG dmg in TDM
<< Comment #77 @ 06:53 CDT, 6 May 2011 >>
By Poland aiken 
4 dmg 80-100 ammo
<< Comment #78 @ 19:03 CDT, 6 May 2011 >>
By MLP_FlutterShy Teen Queen 
4 + more ammo.
<< Comment #79 @ 06:29 CDT, 7 May 2011 >>
By Unset retire 
4 + 75 ammo. easy.

edit: same damage for all weapons in all modes imo
Edited by [dobo]diabz at 06:30 CDT, 7 May 2011
<< Comment #80 @ 10:49 CDT, 11 May 2011 >>
By Germany cYmoZz 
4 damage and 50 ammo is fine

players just have to stay away from stacked oppononents until they have a weapon
Edited by cYmoZz at 10:51 CDT, 11 May 2011
<< Comment #81 @ 10:56 CDT, 26 May 2011 >>
By Suriname draven- 
more people voted 5dmg HAHAHA

plz bring it back then thanks
<< Comment #82 @ 11:23 CDT, 26 May 2011 >>
By grey kg  - Reply to #81
ffa
<< Comment #83 @ 21:16 CDT, 26 May 2011 >>

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